We had it all figured out. The plan was as solid as a rock. In the days leading up to the big job, my crew and I meticulously prepared, scrutinizing every inch of the high-tech bank we were about to hit. We gathered all the gear necessary to blast out the windows and make our getaway, even preparing a swarm of deadly drones to sneak us into the target area under the guise of a routine delivery. We left nothing to chance, ensuring every detail was airtight. Yet, just like in any great heist story, things took a turn.
Greed got the better of us, as it always does. We had already achieved our main objective—the precious data lodged deep in the mind of a tech CEO, secured in some futuristic cocoon. With that prize tucked away, we hacked into his brain and got what we came for, setting the stage for our escape. But then a voice piped up—one of my teammates, part of the 10 Chambers dev crew—wondered aloud, “Why not grab some of the other loot while we’re here?”
Why not, indeed? Our escape plan, involving a daring base jump from a tall skyscraper reminiscent of Dubai’s finest, was ready and waiting. What harm could a few more bags of cash do, right? As we positioned ourselves on the mezzanine, security droids and hired guns flooded in, armed to the teeth with bullets and shields. One of our team got pinned down in the lobby, and another, a 10 Chambers staffer, was caught off guard by a grenade while defending the right flank. I was at the rear, ready to bolt, when some sharp shooter landed a shot across the hall. Game over. The heist was busted.
And yet, this is why Den of Wolves shines as a heist game. The very fact that plans can go awry is its magic. “I’ve never seen so many enemies swarm in so fast,” marveled one of the developers. “It just proves anything can happen!” This unpredictability is what sets Den of Wolves apart from the likes of Payday and Payday 2. In those games, you dive into heists without much of a plan. Maybe one person tries to sneak to the vault, another charges in guns blazing, and someone else just spins around in their own little world.
Den of Wolves demands more forethought. It’s all about preparation. I imagine it like Ocean’s 11—where you have a George Clooney-type laying out the master plan, a Brad Pitt who casually goes along, and a Matt Damon eager to take risks to prove himself.
“It’s more like Heat, in my opinion,” reflects Simon Viklund, co-founder and narrative director at 10 Chambers, as we debrief on our mission. “In Heat, you see the crew as they prepare—getting explosives, stealing an ambulance—everything’s laid out.” This methodical prep is the backbone of Den of Wolves. Before each story-driven heist mission, you’ll need to complete smaller tasks to equip yourself, secure an escape route, and shift the odds in your favor.
Here’s a peek at an example: Before tackling the main heist (a 40-minute venture, I’m told), we played a 10-minute prep mission where we infiltrated a fortified building to ‘borrow’ an assault drone. This clever maneuver allowed us to enter the vault almost unchallenged; the drone, secretly packaged, wiped out enemies upon deployment. At this point, it was do or die—and we were in the thick of it.
“More serious and badass than Ocean’s films almost,” jokes Viklund. “And it grants players more choices. Depending on what prep you’ve done, you might opt for a stealth, sniper, or assault build.” Perhaps here’s where I stumbled. Being a sharpshooter, I thrive with a battle rifle or DMR. Had I known about the imminent onslaught, perhaps I’d have chosen an SMG or packed incendiary devices. Oh well, lesson learned.
Den of Wolves adds a layer of complexity to the Payday template, something you’d expect from 10 Chambers, with key figures from Payday and Payday 2 onboard. The stakes are high, the intention clear, and risks abound. This compelling danger is likely something they honed while developing the challenging co-op shooter, GTFO. Surprisingly, though, Den of Wolves remains approachable. Our heist fell apart not because of the game’s difficulty, but due to our own overconfidence.
The cyberpunk atmosphere elevates the excitement—tight, responsive mechanics meet a gritty, punchy aesthetic. DMRs pack the weight they should, while a pistol—more like a Desert Eagle—packs a serious punch, sending foes and droids flying in pieces. Carrying loot bags alters your stance, a small yet realistic detail. And shooting through an energy shield not only feels clever but rewards you with satisfying feedback as enemy rounds harmlessly bounce off.
Let’s not forget—what I played isn’t even in early access yet. This pre-pre-alpha version already delivers a compelling experience. The gameplay loop—planning, prepping, infiltrating, looting, escaping—gets more thrilling with engagement. As the arsenal grows, so too does the richness of the feedback loop. Den of Wolves builds on what made the original Payday remarkable when it launched in 2011, ramping up the intensity even more. 10 Chambers disclosed during a preview that Ulf Andersson, creative lead on Payday, has been pondering a sci-fi heist game since before the first title. Den of Wolves is the result of 15 years of refining that vision.
You can certainly tell. Den of Wolves is intelligent, finely tuned, showcasing impressive production quality. It achieves what many hoped Payday 3 would—putting gameplay at the heart of the experience. 10 Chambers recognized a market gap for cooperative heist shooters and is investing heavily in ensuring Den of Wolves fills it excellently. With smart monetization strategies and a profound grasp of the heist/shooter genre, it’s poised to be the most exciting entry in its field since its early days. Fingers crossed, they nail the execution.
Den of Wolves will be entering Early Access soon. It’ll debut on PC, but as of now, there isn’t a set release date.